- This is a work in progress.
The solider is a professional warrior.
- Hawkwood: Bless you Martin, your reward is in heaven.
- Martin: I'd rather get paid sooner sir if you don't mind.
- Flesh+Blood (1985)
The soldier is a warrior of the modern age. Less focused on the perfect tricks of a fencer or fighter, the soldier has a cavalier attitude to combat, the world, and even themselves. Soldiers can be lazy about their duties, but when their survival or that of their comrades is at stake, they find that extra grit to exploit every opportunity.
This is a hybrid class, a combination of gunslinger and swashbuckler.
Age: The soldier is recruited at young age and uses the youngest starting age bracket.
Alignment: Any. Soldiers often are (or have been) part of very lawful military organizations, but their personal orientations are all over the place. Most can shut up and fall in line when the situation demands.
Hit dice: d10
Starting Wealth: 5d6 x 10 gp (average 175gp) In addition, each character begins play with an outfit worth 10 gp or less, and the soldier begins with her starting firearm.
The soldier's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill points per level: 4 + Int bonus
Weapon and Armor Proficiency: Soldiers are proficient with all simple and martial melee weapons, with simple ranged weapons, and and with all firearms. They are proficient with light and medium armor but not with shields.
A soldier makes his mark upon the world with daring deeds. Some claim this is the result of training, others tell you there is no way to tell who can chew before got a chance to bite. Whatever the reason, all true soldiers have grit. In game terms, grit is a fluctuating measure of a soldier’s ability to perform amazing actions in combat. At the start of each day, a soldier gains a number of grit points equal to his Wisdom modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A soldier spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit: Each time the soldier confirms a critical hit while in the heat of combat, he regains grit points equal to half the weapon's critical hit multiplier. Confirming a critical hit on a helpless creature or on a creature that has fewer Hit Dice than half the soldier’s character level does not restore grit.
Killing Blow: When the soldier reduces a creature to 0 or fewer hit points while in the heat of combat, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the soldier’s character level to 0 or fewer hit points does not restore any grit.
Dares Learned abilities similar to deeds in that they grant a soldier extra abilities based on grit, but unlike deeds, dares become active when the soldier runs out of grit, and become inactive once the character regains any points of grit. They grant the soldier a benefit and a new ability to regain or increase the ability to regain either grit or grit. See dares below.
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites.
Daring Act The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule. Each time a soldier performs a daring act, he can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should be in doubt. If it is successful, the soldier regains 1 grit point.
Before attempting a daring act, the player may ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
Examples of daring acts are moving out of cover to get into point-blank range, preventing one or more opponents from acting in a round through clever stunts, and stealing an opponent's weapon to use it against them.
Soldiers spend grit points to accomplish deeds. Most deeds grant the soldier some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the soldier has at least 1 grit point. The following is the list of base soldier deeds. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. Unless noted, all deeds are extraordinary abilities.
The soldier gains 3 deeds at first level, selected among the level 1 deeds. At level 3, and every four levels thereafter, he gains another three deeds, selected among the deeds listed for his level or lower. Additional deeds are available by taking the Additional Deed feat.
Upon reaching 3rd level, and every four levels thereafter, a soldier can choose to learn a new deed in place of a deed he has already learned. The new deed must be selected for a deed he could have chosen at the level that deed was gained. The soldier loses the old deed in exchange for the new one. A soldier can only change one deed at any given level and must choose whether or not to swap the deed at the time he gains new deeds for the level.
Goran the soldier selected the fast musket deed at level 3. At level 7 he can retain this deed for any deed available to a 3rd level soldier. If he had taken fast musket at 7th level, he can retrain it for any 7th level or lower deed at level 11. If he retrained fast musket into another 3rd level deed at level 7, he cannot retrain it into a level 7 deed at level 11; it remains a deed he learned at level 3.
Fog of War
A soldier's position quickly becomes covered in the thick smoke of black powder. At the end of each of the soldier's turns, total the number of firearms attacks the soldier made (dead shot counts as a single attack for this purpose). Add any fog of war from the round before and subtract the soldier's Wisdom modifier (minimum 1). The result is the soldier's fog of war rating. The fog of war rating can never be less than zero.
The soldier suffers a penalty on Perception checks and on ranged attack rolls equal to his fog of war rating.
A moderate wind or moving 10 ft. or more in a turn removes the fog of war rating, resetting it to zero.
At 1st level, a soldier gains one of the following firearms of his choice: blunderbuss, musket, or pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The soldier also gains Gunsmithing as a bonus feat.
Loading Drill (Ex)
The soldier has endless hours of practice loading and firing firearms. When firing a firearm the soldier reduces the misfire chance by one. The soldier has also learned exactly how much of a recoil he can handle and how to load the right amount of gunpowder; the soldier can add his Strength bonus to damage with firearms.
Coolness Under Fire (Ex)
Starting at 2nd level, a soldier gains a +1 dodge bonus to AC while wearing light or no armor and not using a shield. Anything that causes the soldier to lose his Dexterity bonus to AC also causes the soldier to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
At 4th level, and every four levels thereafter, a soldier gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats. A soldier cannot take a grit feat and a deed with the same name, but deeds with the same name as a grit feat counts as that feat for prerequisites.
Gun Drill (Ex)
Starting at 5th level, a soldier can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). He never misfires with that type of firearm. Every four levels thereafter (9th, 13th, and 17th), the soldier picks up another type of firearm, gaining these bonuses for those types as well.
True Grit (Ex)
At 20th level, a soldier picks two deeds that he has access to and that he must spend grit to perform. He can perform these deeds for 1 grit point fewer (minimum 0) than usual.
These deeds are available to soldiers.
At 11th level the soldier can end his charge in any space he can reach, not just the closest space. All other requirements of the charge must still be satisfied. This movement triggers attacks of opportunity normally, but the soldier can use Acrobatics to avoid attacks of opportunity when making a cat's charge, ignoring the penalty for not moving at half speed.
At 1st level, the soldier can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least one more time.
At 3rd level he can swing a melee weapon or fire a firearm into the air as a standard action and make an Intimidate check to demoralize all foes within 30 feet who can hear the sound of the gun. By spending 1 point of grit, he can make one attack when he uses this deed.
At 1st level, a soldier can spend 1 grit point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check and the result is revealed. He can continue to do this as long as he has grit, up to a number of times equal to his Dexterity modifier (minimum 1). If the result of the d6 roll is a natural 6, he recovers the point of grit spent.
A dragoon is a soldier combining mounted and foot tactics. The soldier can take a reload action while his mount is taking a full move action. He automatically succeeds at control mount in battle checks (see the Ride skill) as long as his mount is not in melee. He can try to perform the fast mount or dismount action (see the Ride skill) even if he lacks a move action; on a failure he simply fails to mount or dismount. When failing a Ride check, the dragoon can spend one point of grit to reroll.
The soldier enjoys telling tall tales and gain confidence when others believe them. Perform becomes a class skill. In addition, each time the soldier makes a successful Bluff check to convince someone of a far-fetched or impossible story, he regains 1 grit point. Successfully lying to a helpful creature, or a creature that has fewer Hit Dice than half his character level, doesn't restore grit. He also regains 1 grit when he spends one minute performing and makes a successful Acrobatics, Perform (act, comedy, dance, or oratory), or Sleight of Hand check (DC 15) to impress a crowd of at least one creature per soldier level, regardless of their Hit Dice.
Flash and Shock
At 1st level, the soldier can take advantage of the flash of a weapons to throw off an attacker's aim at close range. When he makes an attack against a foe in melee or within his firearm's first range increment, he may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of his next turn.
At 1st level, the soldier gains an uncanny knack for getting out of the way of attacks. When an attack is made against the soldier, he can take a 5 ft. step as an immediate action; doing so grants his a +2 bonus to AC against that attacker this round. This movement doesn't negate the attack, which is still resolved as if the soldier had not moved from the original square. But any later attacks in the round are against the soldier's new position. Alternatively, the soldier can drop prone to gain a +4 bonus to AC against a ranged attack. Dropping prone offers no advantage against melee attacks and being prone gives a -4 penalty on Armor Class against melee attacks. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load. He can pay 1 grit to perform this deed as a free action, but can only move or fall prone once per round; later uses of the ability only gives a +2 bonus against AC against one specific attacker.
At 1st level, the soldier gains Sea Legs as a bonus feat. If he spends 1 grit point, he can ignore difficult terrain until the end of his turn. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.
At 1st level, when is wielding both a melee weapon and a one-handed firearm, he can make ranged attacks with his firearm without provoking attacks of opportunity.
At 3rd level, the soldier gains the benefits of the Rapid Reload feat and can reload a single barrel of a firearm as a swift action.
At 7th level, as a swift action, the soldier can spend 1 grit point to reduce the number of full-round actions (or move actions, if the soldier has the Master Siege Engineer feat) required to load a siege engine by 1.
On Your Feet!
At 3rd level the soldier can stand up from prone as a swift action. He can stand up as a free action that doesn't provoke an attack of opportunity by spending 1 point of grit.
At 3rd level, the soldier learns to maximize the damage dealt by a firearm at extremely close range. When the soldier successfully hits an adjacent foe with a ranged firearm attack, he deals an additional 1d6 points of fire damage from the muzzle flash of his weapon as long as he has one point of grit. If he spends one point of grit, the target must also make a Reflex save (DC 10 + 1/2 the soldier's level + the soldier's Wisdom modifier) or catch on fire.
At 1st level, as a standard action, the soldier can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. Alternatively, if the soldier spends 1 grit point to perform this deed, he can perform quick clear as a free action instead of a standard action.
The soldier gains proficiency with tower shields. The soldier can position a tower shield in his square. An emplaced tower shield is called a pavise. Picking up the tower shield again is a move action. If he moves to another square without first picking up the pavise, it falls flat and is counted as a normal dropped object. Another creature adjacent to the pavise can pick it up or cause it to fall flat as a move action. If the soldier is outflanked while using pavise, the tower shield falls flat automatically. By spending one point of grit, the soldier can either place or pick up the pavise as a swift action.
Secret Stash Deed
The soldier are so skilled at stashing small packets of firearm ammunition and black powder on his person that he sometimes surprise himself when he find them. He can spend 1 grit point to recover either 1d12 bullets and loads of black powder or 1d6 alchemical cartridges from a hidden stash on his person that he had, until now, forgotten about. The soldier must pay for the ammunition with gold pieces from his character’s wealth. The soldier also gains a +4 bonus on Sleight of Hand checks.
At 1st level the soldier deals 1d6 points of extra damage when attacking opponents who are outflanked or denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This extra damage increases by 1d6 at level 3 and every 4 levels after level 3. This deed otherwise works identically to a rogue's sneak attack class feature (including the requirement that he must be within 30 feet of his target to deal this extra damage), and the extra damage stacks with and sneak attack and similar abilities.
At 7th level when he hits a foe with a melee weapon, the soldier can as a swift action attempt a disarm combat maneuver check, or he can spend one point of grit to do so as a free action. Using this deed does not trigger an attack of opportunity.
Stand and Deliver
At 1st level the soldier can take a full-round action to make a single weapon attack. He adds additional damage equal to his Wisdom modifier (if positive), this additional damage is not multiplied on a critical hit. He automatically confirms a critical threat when using stand and deliver. At a cost of 2 points of grit he can make the stand and deliver attack an automatic critical threat if it hits, but he must then roll to verify critical hit. If this succeeds, he gains grit from the critical normally.
At 1st level he can take a move-equivalent action to increase the accuracy of a firearm. When he does, he increases the range increment of the firearm he is firing by 10 feet. This stacks with other abilities that increase his range increment. He can spend one point of grit to do this as a free action.
The soldier gains proficiency with tower shields. The soldier can wear a tower shield strapped to his back. He can use a tower shield without needing to use a hand to wield it. He gains all the normal advantages and disadvantages of a tower shield. By spending one point of grit at the end of his turn, he can take cover behind the tower shield as noted in its description, except that it is a free action. He retains this cover until the beginning of his next turn. All benefits of a tower shield strapped on the back apply only against ranged attacks, not against melee attacks.
At 11th level, when the soldier misses with an attack, he can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). He can decide to use this deed and spend the grit point after making the attack. If used with the dead shot deed, clipping shot can only be used if the attack misses completely. He can use clipping shot if he misses because of cover or concealment, but not if he is attacking an empty space. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.
At 3rd level, the soldier can reload any two-handed firearm as if it were a one-handed firearm. He can reload any firearm as a free action by spending one point of grit.
At 3rd level he gains the following benefits. First, he gains a +2 bonus on initiative checks. Furthermore, if his hands are free and unrestrained, and the weapon is not hidden, he can draw a weapon as part of the initiative check. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.
At 3rd level, when you have caused hit point damage to an opponent, you can spend a point of Grit to cause a piece of dirt or cloth to get stuck inside this target. This creates a haven for an infection that will slowly kill the target unless treated. The infection cannot be removed except by removing the nidus, which requires a 5-minute operation and a DC 20 Heal check. Each operation, successful or not, inflicts 1d3 points of Constitution damage.
Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves
The soldier no longer needs an elaborate disguise to keep his identity under wraps. He often relies on surprise and misdirection in his social dealings. The soldier gain a +2 bonus on Bluff checks. The soldier can make himself inconspicuous and nondescript as a standard action without actually adopting a disguise. He can spend 1 grit point to gain a +10 bonus on Disguise checks to appear inconspicuous for 10 minutes per his soldier level.
At 3rd level, the soldier can make a surprise melee attack with the butt or handle of his firearm as a standard action. When he does, he is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by a butt strike is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the soldier’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the soldier can make a combat maneuver check to knock the target prone as a free action that does not trigger an attack of opportunity. Performing this deed costs 1 grit point.
At 3rd level the soldier can move at full speed in medium armor or while carrying a medium load. He can spend 1 grit point to move three times his speed as a full-round action without suffering the disadvantages of the run action. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.
At 3rd level, the soldier can spend 1 grit point as a free action to prevent a timeworn technological firearm from glitching.
At 7th level he gains a bonus on Climb checks equal to his soldier level and keeps his Dexterity bonus to Armor Class when climbing or swinging on a rope. If he spends 1 grit point, his move while climbing, jumping, or swinging on a rope does not provoke attacks of opportunity. The soldier cannot perform this deed if using a tower shield, wearing heavy armor, or carrying a heavy load.
Salt the Wound
At 1st level the soldier can choose to inflict nonlethal damage without taking the usual -4 attack penalty to do so. By paying 1 grit, any target taking any damage from the soldier's attacks this round have their speed cut in half and cannot take a 5 ft. step for one round. This effect does not stack.
At 3rd level the soldier can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the soldier possesses (to a maximum of 30 feet at 18th level).
At 3rd level, when a soldier attacks a target with a firearm, he can spend one point of grit to render the target deaf and mute. On the initial hit and each later round on the soldier's turn, the target is allowed a Fortitude save (DC 10 + 1/2 the soldier's class level + the soldier's Wisdom modifier) to throw off the effect. A mute creature cannot speak or use language-dependent effects, verbal components, or command words.
Side By Side
At 3rd level, when reloading an early firearm with multiple barrels or shots, the soldier with this feat can reload a number of barrels equal to his Dexterity modifier (minimum 1) with a single reload action. This can be multiple firearms or a single multi-barrelled firearm. The soldier can spend 1 grit point to perform a reload action as a free action.
At 7th level he treats all siege engines as requiring a crew of one fewer than normal to operate (minimum 1). By spending one point of grit, the soldier can reload a siege weapon alone as if he had a full crew helping him.
At 3rd level, after shooting a firearm, the soldier can spend one point of grit to gain concealment from gun smoke until the beginning of his next turn or until he moves, whichever comes first. A moderate or stronger wind blows the smoke away.
Twin Shot Knockdown
At 11th level, when the soldier hits a single target with two or more attacks during his turn, he can spend 1 grit point to knock the target prone. He spends the grit point after the attacks are made. The target is allowed a Reflex save (DC 10 + 1/2 the soldier's class level + the soldier's Wisdom modifier) to avoid being knocked prone.
Up Close and Deadly
At 3rd level, when he hits an adjacent target with an attack from firearm, the soldier can spend 1 grit point to add 1d6 points of extra damage. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 7th level, to 3d6 at 11th level, to 4d6 at 15th level, and to 5d6 at 19th level. This precision damage stacks with sneak attack and other forms of precision damage.
The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.
At 7th level, as a full-round action, the soldier can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. When he does so, or just by spending a full round action, he can replace the broken part with a specialized, short-lived component that does one of the following: gives the firearm the scatter weapon quality; increases the damage dealt by the pistol-whip deed by one die size; or increases the firearm's range increment by 10 feet. A firearm with such a modification increases its misfire chance cumulatively by 1 each time it is fired until it misfires. When it does misfire, the effects of the temporary component are lost. The soldier can spend 1 grit point to perform a change out, he can use change out as a move action instead of a full-round action.
At 3rd level, the soldier gains a +2 bonus on Disguise and Stealth checks. When he successfully aids another with a Disguise or Stealth check, he grants the subject a +4 bonus on the skill check instead of the normal +2.
Clear My Head
At 15th level, when the soldier is affected by a mind-affecting effect and fires a firearm or is hit by an attack, he can spend one point of grit to make a Will saving throw to shake off that effect. The DC of this check is the original saving throw DC or 10 +1/2 the user's Hit Dice + the effect user's Charisma modifier if no DC is given. On a success the effect is negated, tough any damage inflicted still remains. The soldier with this deed always decides when to spend grit, regardless of any mind-affecting effects he might be under.
At 1st level, the soldier can resolve an attack against touch AC instead of normal AC. Performing this deed costs 1 grit point, plus one grit per range increment beyond the first if using a ranged attack. The soldier still takes the –2 penalty on attack rolls for each range increment beyond the first when he performs this deed.
At 7th level, as a full-round action, the soldier can take careful aim and pool all of his attack potential into a single, deadly attack. When he does this, he attacks a single target, but makes as many attack rolls as he can with a full-round action. He can only use a single weapon, and only uses a single round of ammunition and gunpowder if using a firearm. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the soldier’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the soldier rolls damage again and adds it. For instance, if a 7th-level soldier firing a musket hits with both attacks, he rolls 1d12 twice and adds twice his damage bonuses (just as if he had scored a critical hit with a x2 critical multiple). Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If any of the attack rolls are critical hits, only the base damage is multiplied; the extra damage from dead shot is added on top of the critical damage but not multiplied. The soldier only misfires on a dead shot with a firearm if all the attack rolls are misfires. He cannot perform this deed with an area attack. The soldier must spend 1 grit point to perform this deed.
The soldier can use his firearm without losing focus on the enemy, allowing his to avoid attacks while shooting and reloading firearms. By spending one point of grit, the soldier can avoid causing attacks of opportunity for any reason until the beginning of his next turn The soldier does not provoke attacks of opportunity when shooting or reloading a firearm.
At 15th level, while wielding a melee weapon, the soldier can spend 1 grit point to take the fighting defensively action as a swift action instead of a standard action. This gives him a single attack as a part of the swift action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2. Ranks in the Acrobatics skill improves this normally. This bonus and penalty lasts until the beginning of his next turn.
At 15th level the soldier can spend a full-round action to load a single barrel of an early firearm with twice as many bullets or shot and twice as much gunpowder. This adds extra damage equal to the weapon's original damage; this extra damage is not multiplied on a critical hit. By expending one point of grit, the soldier can double load with a normal reload action this round. This deed cannot be used with alchemical cartridges.
The soldier can spin and juggle a small weapon, making it difficult to predict when he will attack. The soldier can spend 1 grit point to make a feint attempt using a light weapon. The target of this feint must be within 30 feet. If the soldier has the Quick Draw feat, he can holster a light or one-handed weapon as a free action.
At 7th level, the soldier can shrug off the most serious of attacks. When the soldier is wearing medium or heavy armor and is subject to a critical hit or sneak attack (or another effect a target immune to these would be immune to) he can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 7th level, he has a 25% chance of doing so. At 11th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While the soldier's resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage.
At 11th level the soldier can treat a black-powder siege weapon as a firearm for the purpose of using deeds.
At 11th level the soldier can spend 1 grit point when making an attack to gain an insight bonus on that attack roll equal to his Wisdom modifier (minimum +1). He automatically confirms a critical threat when using inspired attack. When the soldier hits with an attack augmented by inspired attack, he can spend 1 additional grit point to make the hit a critical threat, though if he does so, he must verify the critical normally. The cost of this deed cannot be reduced by abilities such as Signature DeedUC.
A soldier knows he doesn’t always need to win the fight—he just needs to get what he came for. At 7th level the soldier can use ay a melee weapon to make a steal combat maneuver as an attack instead of as a standard action. Unless he spends one point of grit, the Bluff check suffers the same iterative action penalty the attack it replaces would have suffered. He may attempt a Sleight of Hand check as a part of this action, if he surpasses the target’s opposed Perception check, the target is unaware that the item is stolen.
At 7th level the soldier can feint instead of making one of the attacks with his a weapon as part of a full attack. Unless he spends one point of grit, the Bluff check suffers the same iterative action penalty the attack it replaces would have suffered.
At 7th level, while the soldier has at least 1 grit point, he takes no penalty for moving at full speed when he uses Acrobatics to attempt to move through a threatened area or an enemy's space.
At 7th level, whenever he has at least 1 grit point, the soldier can see thee times as far through visual obscurement. In fog and other conditions that works like fog, he can see normally for 10 feet; after that, creatures and objects have concealment for the next 10 feet and total concealment thereafter. A soldier with this deed clears an additional 2 points of fog of war (see above) each round, and can spend 1 point of grit to remove all fog of war.
At 7th level, the soldier can keep bullets in his mouth and spit a bullet down the barrel as he reloads, shaking the gunpowder down without a ramrod. Spit bullet allows reloading without a free hand and makes loading a firearm faster, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action). This benefit does not stack with that of alchemical cartridges. At the cost of one point of grit, the soldier can reload as a free action.
At 7th level, the soldier with least 1 grit point can spend a standard action to purposely miss a creature that he would normally have hit with an attack. Make an attack roll; if the attack would have hit, that creature is denied its Dexterity bonus to AC until the start of the soldier's next turn. This is a mind-affecting fear effect. He can pay 1 grit to have the effect extend to the end of his next turn.
At 7th level, as a full-round action, the soldier can make a single firearm attack and choose part of the body to target. He gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature he targets. Creatures that are immune to sneak attacks are immune to these effects.
- Arms On a hit, the target takes no damage from the hit but drops one carried item of the soldier’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
- Head On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
- Legs On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
- Torso The target is staggered for 1 round.
- Wings On a hit, the target is damaged normally, and a flying target loses altitude equal to its fly speed. If this causes the target to land, it takes no damage but falls prone.
At 7th level, as a move action at a cost of one point of grit, the soldier can analyze a weapon (including a technological firearm). For the next 5 minutes, the soldier is considered proficient with this firearm and can use it with his weapon training ability.
At 1st level, if a foe whose size is larger than the soldier's is adjacent to his and misses him with a melee attack, the soldier can as an immediate action spend 1 grit point to move 5 feet into an area of the attacker’s space. This movement does not count against the soldier’s movement the next round, and it doesn’t provoke attacks of opportunity. While the soldier is within a foe’s space, he is considered to take the same space as the foe.
While the soldier is within his foe's space, he gains cover from all attacks, and the soldier and all of his allies adjacent to the foe are considered to be flanking the foe. The soldier can leave the foe's space unhindered and without provoking attacks of opportunity. If the foe moves the soldier can move along with it as an immediate action that does not provoke attacks of opportunity. A foe that moves 10 ft. or more can try to scrape the soldier off with a successful CMB check as a part of movement, if successful the soldier must position himself in any empty square the enemy moved from or through. If the soldier is grappled or forcibly moved out of the larger creature's space the underfoot assault ends.
At 7th level, the soldier can sweep through his opponents’ lines like a cyclone. As a full-round action, he can spend 1 grit point to move up to his speed. The soldier can make melee attacks against creatures with his reach during this movement, up to the number of attacks he’s entitled to with a full attack. Each attack is made at his highest attack bonus, and must target a different creature. This movement can move through the space of hostile creatures, but must end in an empty space and provokes attacks of opportunity as normal
At 11th level, when the soldier hits a living creature with an attack, he can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the soldier’s Strength modifier. Alternatively, the soldier can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (soldier’s choice) instead. Bleed damage doesn't stack, but a creature can suffer several different kinds of bleed at the same time. Creatures that are immune to sneak attacks are also immune to this deed.
At 11th level, by spending 1 grit point, the soldier can grant 1 temporary charge to a technological weapon, even if the weapon normally can no longer be recharged. This charge must be used within 1 hour or it fades. The soldier can grant temporary charges to multiple weapons as long as he has enough grit, but temporary charges do not stack with themselves in the same firearm. At 15th level, the soldier can grant 2 temporary charges when he uses this deed, and at 19th level, he can grant 3 temporary charges.
At 11th level, he can pay one point of grit to double the first range increment of his firearm for one round. This stacks with other abilities that increase his range increment, but has no effect at ranges longer than twice the range increment. This extends the range of all abilities that work in the first range increment. A soldier using the steady aim and deadly aim deeds together first adds the steady aim bonus and then doubles the total.
At 15th level the soldier gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. He uses his soldier level as his rogue level for improved uncanny dodge.
At 11th level, whenever the soldier rolls a misfire with a gun that has the broken condition, the gun will not explode though it retains the broken condition. If he pays one point of grit, the shot jostles the weapon to work again, removing the broken condition. In either case, the misfire ends the duration of the change out deed.
At 15th level, when the soldier has at least 1 grit point and makes a successful Fortitude saving throw against an attack that would have a partial effect even ion a successful save, he takes no damage or other effects from that attack.
At 11th level, as long as a soldier has at least 1 grit point, he can use a melee weapon to make a dirty trick or drag combat maneuver as an attack instead of as a standard action. Unless he spends one point of grit, the combat maneuver check suffers the same iterative action penalty the attack it replaces. In addition to the normal conditions that can be applied with dirty trick, this deed can confuse or stagger the target if the check is successful.
At 7th level, as long as the soldier has at least one point of grit and a firearm loaded and ready, he can make an opportunity attack with his firearm as if it was a melee weapon with a reach of 30 ft. Each opportunity shot costs one point of grit and uses one of his attacks of opportunity.
At 11th level, as a standard action, the soldier can spend 1 grit point to automatically pinpoint a target within his line of sight and inform adjacent allies of the target's exact location. Even an invisible target can be pinpointed as long as the soldier has a line of effect. Until the soldier's next turn, if the soldier or an ally makes an attack against the pinpointed target and would take a penalty on his attack roll due to range or cover, he can ignore any concealment miss chance and may reduce this penalty by an amount equal to the soldier's Wisdom modifier (to a minimum penalty of 0). The soldier must be adjacent to an ally and able to communicate to give that ally the benefit of this deed, though the ally may move away from the soldier during his turn and still gain the benefits of this deed.
At 15th level, as a full-round action, the soldier can make a single attack against a flying creature to cause it to crash at a cost of one point of grit. A winged creature that takes damage form this attack has one wing disabled. The creature falls to the ground, taking the appropriate amount of falling damage as a result. It. A creature with magical flight or at least one functioning wing may attempt a DC 20 Fly check to avoid taking damage. In either case, the creature must succeed at a Reflex save (DC 10 + 1/2 the soldier's level + the soldier's Wisdom modifier) or fall prone when reaching the ground. A creature with magical flight can take off again as soon as it stands up. A winged creature cannot fly until it is again at full hit points.
At 15th level when he hits or misses a foe with a melee weapon, he can as a swift action attempt a sunder combat maneuver check, or he can spend one point of grit to do so as a free action. Using this deed does not trigger an attack of opportunity.
Vision of Blood
At 11th level, whenever the soldier is in conditions of dim light or brighter and hits with a melee attack, he can spend 1 grit point to blind that target for 1 round. A successful Fortitude save (DC = 10 + 1/2 the soldier’s class level + his Dexterity modifier) negates this effect. A creature that lacks eyes or is immune to critical hits is immune to this effect.
At 7th level, as a standard action, the soldier can adjust a weapon he is currently wielding to act in an unconventional way. He can spend 1 grit point to grant his weapon one of the following magic weapon enhancements for 1 round per soldier level: distance, flaming, glamered, or thundering. If he spends 2 grit points, he can instead grant the firearm flaming burst or stalking. Multiple uses of this ability don't stack with themselves.
At 15th level the soldier is instinctively aware of concealed or invisible opponents. If he misses because of concealment (see Combat), he can reroll the miss chance percentile roll one time to see if he actually hit. An invisible attacker gets no advantages related to hitting the soldier; he doesn't lose his Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The soldier can spend one point of grit as a free action to automatically pinpoint an opponent he suspects is there but cannot see; if the opponent isn't actually in his line of sight this point is wasted.
At 15th level, the soldier can spend 1 grit point, shoot a firearm into the air, and affect all living creatures in a 30-foot cone as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the soldier’s level + the soldier’s Wisdom modifier.
The soldier can craft ammunition intended to kill specific foes. The soldier can inscribe a bullet or alchemical cartridge with the name of its intended target. The ammunition gains the bane weapon special ability against the chosen creature only. If the ammunition is used to attack any other target, the attack roll is instead made with a –2 penalty. Crafting a named bullet costs 1 grit point and reduces his maximum grit points by 1 until the named bullet is fired or destroyed.
At 15th level the soldier can as a full-round action make a perfect thrust, pooling all of his attack potential into a single attack. When he does, he makes the attack against the target's touch AC, and ignores any miss chance or damage reduction.
Ricochet Shot Deed
The soldier can ricochet a firearm shot off the wall and still hit his target. The soldier can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When he does, use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and his own square to determine the effects of concealment. When making this shot, the soldier can spend 1 grit point to ignore the effects of cover and concealment (but not total cover or full concealment). The soldier must choose to spend the grit point before the soldier makes the attack roll
At 11th level the soldier is immune to disarm and sunder combat maneuvers.
At 15th level the soldier can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. He can use this ability in conjunction with the derring-do deed. By spending 1 point of grit, he can use this abioity with any skill for one round.
At 15th level, when the soldier hits a target with an attack, the target must also make a Fortitude save (DC 10 + 1/2 the soldier's level + the soldier's Wisdom modifier) or be staggered for 1 round. Using staggering attack more than once in a round costs one point of grit per attack after the first.
At Weapon Point
At 19th level, whenever the soldier has a weapon ready and is not surprised, he can make a singe attack at the beginning of the first round of combat or surprise round at the cost of one point of grit. When competing with the rogue's snap shot talent and other similar abilities that always go first, use their initiative to determine the order in which they act. This attack is made out of turn and does not affect any later actions; the soldier still gets his normal action when his turn comes up.
At 11th level, a soldier can spend 1 grit point to reroll a Bluff check after the roll is made but before the results are revealed. He must take the result of the second roll, even if it is lower. Additionally, the soldier can spend 1 grit point make a Bluff check (ignoring all modifiers) to pretend to be someone’s superior (socially or in the military). If he succeeds at the check, the target obeys any reasonable orders he gives as it would those of an actual superior in the situation. A creature that recognizes the soldier as an enemy cannot be bluffed in this way.
At 19th level, whenever the soldier is reduced to 0 or fewer hit points, he can spend all of his remaining grit points (minimum 1) to instead be reduced to 1 hit point. Effects that do not deal hit point damage are not affected by this ability.
Dance of Mercy
At 19th level, when the soldier confirms a critical hit, in addition to the normal damage, he can spend 1 grit point to knock that opponent out. The target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the soldier's class level + his Dexterity modifier) or take an amount of nonlethal damage equal to its maximum hit points.
At 19th level, when the soldier scores a critical hit, he can spend 1 grit point to force the target to make a Fortitude saving throw with a DC equal to 10 + 1/2 the soldier’s level + the soldier’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack.
Fade to Smoke
At 19th level, after shooting a firearm, the soldier can spend two points of grit to disappear in the smoke of his firearm as a free action. The soldier can make a Stealth roll as a free action, ignoring all modifiers based on actions earlier in the round. The soldier has concealment until the end of his next turn.
At 19th level, he can spend one hour to modify a weapon to do one of the following: gives a firearm the scatter weapon quality; increases the damage dealt as if the gunsligher was one size category larger; increases a firearm's range increment by 10 feet.; or gain one of one of the following magic weapon enhancements: distance, flaming, glamered, stalking, or thundering.
This deed costs one point of grit to perform, and reduces his maximum grit points by 1 while the invention lasts. Adding a second invention to the same weapon costs 2 grit and reduces maximum grit by two, adding a third costs 3 grit and reduces maximum grit by an additional three, and so on. The invention ends when the firearm gains the broken quality or one hour is spent removing it.
At 15th level, the soldier can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The soldier must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
At 19th level, when the soldier hits a creature, he can spend 2 grit points to stun the creature for 1 round. The creature is allowed a Fortitude saving throw (the DC = 10 + 1/2 the soldier’s level + the soldier’s Wisdom modifier) to negate the stun.
Dares are similar to deeds in that they grant a soldier extra abilities based on grit, but unlike deeds, dares become active when the soldier runs out of grit, and become inactive once the character regains any points of grit. They grant the soldier a benefit and a new ability to regain or increase the ability to regain either grit or grit.
A dare can be taken in place of a deed at any level. The soldier can choose to have multiple dares, but can only pick one to be active each time he reaches 0 grit points. Once chosen, the active dare cannot be changed until the soldier reaches 0 grit points again.
While this dare is active, the soldier gains the rogue's evasion class feature. If he already has this class feature, while this dare is active, roll twice when making a Reflex saving throw and take the higher result. He regains 1 grit or grit point when he succeed at a Reflex saving throw while using this dare.
The soldier creates a cloud of gunsmoke with a radius of 5 ft. times the soldier's Fog of War rating. This functions as obscuring mist centered on the soldier. At the beginning of his turn when the soldier has no other creature in his line of sight he recovers one point of grit. The cloud of smoke remains after the soldier regains grit.
While this dare is active, the soldier gains a +2 dodge bonus to AC. He cannot lose his Dexterity bonus to Armor Class while this dare is active. He regains 1 grit or grit point when any enemy making an attack against his misses.
Out for Blood
While this dare is active, the soldier the Improved Critical feat with all weapons. The benefit does not stack with the Improved Critical feat. When this dare is active, any critical hit he scores restores grit or grit, regardless of what weapon he uses.
Run Like Hell
While this dare is active, the soldier's speed increases by 10 feet, and he retains his Dexterity bonus to his AC while running. He regains 1 grit when he is more than 100 feet away from the closest enemy.